#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;

uniform mat4 transform;
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectMatrix;

out vec4 vertexColor;
out vec2 TexCoord;
void main()
{
   //gl_Position = transform * vec4(aPos.x, aPos.y, aPos.z, 1.0);
   gl_Position = projectMatrix * viewMatrix * modelMatrix * vec4(aPos.x, aPos.y, aPos.z, 1.0);
   vertexColor = vec4(aColor.x, aColor.y, aColor.z, 1.0);
   TexCoord = aTexCoord;
}